Soul Hunter

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Soul Hunter Class | v4.0

Class: Soul Hunter

Version 4.0

Protectors of the Material

Soul Hunters are the proactive defenders of the material plane from most extra-planar threats. They tend to focus more on combating fiends and any fallen celestials that would threaten the freedom and livelihood of any and all mortals. The most ambitious Soul Hunters take the fight directly to their enemies, traveling into the Nine Hells or the Abyss to permanently destroy as many fiends and other foul creatures as possible. Few take that path as it is essentially a suicide mission, but those that do are feared by Fiends across all the planes. The Demons of the Abyss and the Devils of the Nine Hells are both prime targets for the wrath of a Soul Hunter.

A Terrible Price

A Soul Hunter is not simply trained, they are made they are forged in suffering and hatred. The process to become a Soul Hunter is harsh and incurably scars a mortal's soul. To head down this path they must slay a Fiend in single combat and consume it's black heart. When the hunter consumes the foul flesh their very souls are merged granting terrible power, but also horrifying visions of conquest, torture and murder. They see the future of a universe where the blood war ends and Fiendish rule is absolute and uncontested. The visions increase in potency until the hunter is driven to tear their own eyes out to unsee the horror. They then fall into a catatonic state where allies scribe arcane tattoos into their skin to keep the fiend within at bay. Upon awaking the hunter now has to contend with the constant of the fiend at the back of their mind. The destruction of their eyes does not impede the hunter as part of the transformation grants them magical sight that allows more potent sight. They are unnaturally fast and their body take on a more fiendish appearance, horns curl up from their heads, some grow scales, others develop claws and hoofed feet. Very few take the path to become a Soul Hunter, as only those with an iron will can survive the harsh ritual they must take, fewer still can deal with the constant presence of a truly evil creature sealed within their mind.

Fiendish Magic

Soul Hunters after their transformation gain access to the powerful magic of Chaos and Entropy which they wield to enhance their combative potential. They wield these energies to empower their strike, release devastating bursts of energy and to transform via a process called Metamorphosis to become a true horror of whirling blades and savage attacks on the battlefield.

Creating a Soul Hunter

When creating your Soul Hunter character, think about what kind of effects the ritual is had one your character physically. What kind of traits have they taken from their fiendish soul, all Soul Hunters have some form of horns, some possess hooves or clawed hands even maybe tails. Another thing to consider is what led your character to choosing to become a Demon Hunter? What spurred them to driven by such a need for vengeance that they would willingly scar their very souls? If your character is looking to multiclass into Soul Hunter then your character would also have to complete the ritual and trial which grants them their powers. This is up to the DMs discretion on whether the player had to undertake this or assume it occurs off screen.

Quick Build

You can make a Soul Hunter quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Wisdom your next highest to help control the raging soul locked within your body. Finally followed by Constitution for survivability.

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Soul Hunter
Level Proficiency
Bonus
Features Fury Spectral
Sight
1st +2 Fiend Slayer, Spectral Sight - 60ft
2nd +2 Reservoir of Fury, Fighting Style 2 60ft
3rd +2 Hunter Path Feature, Metamorphosis 3 60ft
4th +2 Ability Score Improvement, Flight of the Fiends 4 60ft
5th +3 Extra Attack 5 60ft
6th +3 Evasion 6 90ft
7th +3 Hunter Path Feature 7 90ft
8th +3 Ability Score Improvement 8 90ft
9th +4 Lightning Reflexes 9 90ft
10th +4 Fiendish Blood 10 90ft
11th +4 Hunter Path Feature 11 120ft
12th +4 Ability Score Improvement 12 120ft
13th +5 Desolate Traveler, Always Alert 13 120ft
14th +5 Resistant Spirit 14 120ft
15th +5 Split-Soul 15 120ft
16th +5 Ability Score Improvement 16 120ft
17th +6 Hunter Path Feature, Piercing Gaze 17 120ft
18th +6 Numb to Fear 18 30ft Truesight
19th +6 Ability Score Improvement 19 30ft Truesight
20th +6 Prepared 20 30ft Truesight

Class Features

You gain the following class features as a Soul Hunter.

Hit Points


  • Hit Dice: 1d8 per level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiencies


  • Armor: Light armor
  • Weapons: Simple Melee Weapons, Longswords, Shortswords, Warglaives
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from the following - Acrobatics, Arcana, Insight, Perception, Religion, Stealth, Survival

Fiend Slayer

Starting at 1st level, you are a wealth of knowledge on specific fiends and their powers.

Choose a prey: Demons or Devils.

You have advantage on all Wisdom checks to track your prey, as well as Intelligence checks to recall information about them.

You also learn the language of your prey: Abyssal for Demons or Infernal for Devils

Your class features that expend Fury do not consume any Fury when used on at least one of your prey.

At 6th level you gain access to the features of the other prey choice.

At 10th level you gain these bonuses against all fiends.

Spectral Sight

Starting at 1st level, as part of your transformation into a Demon Hunter your natural eyes are destroyed, instead replaced with Spectral Sight. You lose any Darkvision or Sunlight Sensitivity from your race and you can see normally in darkness, both magical and non-magical, out to 60 feet.

This ability changes as you gain levels in this class as shown on the class table.

Reservoir of Fury

Starting at 2nd level you gain access to a font of chaotic energy from within yourself that can be released to devastating effect. Your access to this energy is represented by a number Fury. Your Soul Hunter level determines the amount of Fury you have access to, as shown in the column of the Soul Hunter table.

When you spend a Fury, it is unavailable until you finish a short or long rest, at the end of which you are refueled with the chaotic energy that courses through your veins. You must spend at least 30 minutes of the rest concentrating to regain your Fury.

Some of your Fury spending features require your target to make a saving throw to resist the features effects. The saving throw DC is calculated as follows:

Fury save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Blade Dance

You can use your action to spend a Fury to make a flurry of attacks against all nearby enemies. All targets within 10-foot radius originating on you must make a Dexterity saving throw. On a failed save, the creature takes 1d10 damage of your equipped weapons type. On a successful save, the creature takes half as much damage.

At 5th level you can spend an additional Chaos Point to deal bonus damage equal to your Dexterity modifier.

Additionally, this feature's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Foul Blade

Immediately after you take the Attack action on your turn, you can spend 1 Fury to make 2 off-hand weapon attacks as a bonus action.

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Agile Combatant

You can spend 1 Fury to take the Disengage or Dash action as a bonus action on your turn.

Fighting Style

At 2nd level, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't choose a Fighting Style option more than once, even if you later get to choose again.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of second attack.

Dueling

When you wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.

Defence

While you are wearing armor, you gain a +1 bonus to AC.

Hunter Orders

At 3rd level you choose the archetype your Soul Hunter will implement in combat, either Havoc, Vengeance or Wrath, all detailed. Your choice grants you features at 3rd level and again at 6th, 11th and 17th level.

Metamorphosis

At 3rd level, as a bonus action you can leap to an unoccupied space within 20-foot, transforming midair gaining a more fiendish appearance. Your feet become hoofed, leathery wings spread from you back and your horns growing even more prominent. This form gives different benefits depending on your Soul Hunter Path archetype. You can use this feature twice per short rest. You regain all uses of this feature when you take a short or long rest before using this feature again.

This form lasts for 1 minute, unless you die or fall unconscious.

At 15th level, for the duration of your Metamorphosis your have a flight speed equal to your movement speed.

Flight of the Fiends

Beginning at 4th level, can use your reaction when you fall to spend 1 Fury to sprout a pair of leathery wings from your back. For the next minute, while you remain conscious your descent speed decreases to 60 feet per round and you take no falling damage.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th, you can increase one ability score of you choice by 2 or two ability scores of your choice by 1. As normal you can’t increase an ability score above 20 using this feature

Extra Attack

Starting at 5th level, when you make an attack action you make make an additional attack action at the same time

Evasion

Starting at 6th level, you can nimbly dodge the brunt of a dangerous effect. When you make a Dexterity saving throw to take half damage instead you take no damage on a successful save, and only half if you fail your save.

Lightning Reflexes

Starting at 9th level, your reactions are grown unnaturally swift allowing you to avoid harm. When you are attacked you can spend your reaction to make a Dexterity saving throw, DC equal to the attack roll made against you. On a success you dodge the attack and it misses you, on a failure the attack hits you.

Fiendish Blood

Starting at 10th level, the fiendish blood running through your veins neutralizes harmful toxins. You have advantage on Saving Throws against poison, and you have Resistance against poison damage

Additionally, you are immune to disease.

Desolate Traveler

Starting at 13th level, from your travels in the most desolate and extreme terrains you have picked up the skills to traverse it quickly. You gain a climbing speed equal to your movement speed.

Always Alert

Starting at 13th level, you are always in a state of awareness. You can gain a bonus to your initiative rolls equal to your Wisdom modifier.

Resistant Spirit

Starting at 14th level, your soul has become infinitely more resilient and hardy, allowing you to keep fighting while suffering severe wounds. When your hit points reach 0 you can make a Wisdom saving throw DC10, on a success you regain hit point equal to your Demon Hunter level + your Constitution modifier. Every time you succeed this roll the save DC increases by 10.

Split-Soul

Starting at 15th level, your soul is suffused with so much fiendish energy that your life is extended by the immortal soul that lives within your body, you no longer age and so are functionally immortal.

Piercing Gaze

Stating at 17th level, you can as an action, you gain the ability to see through solid objects to 60-foot. This vision lasts for 1 minute, you perceive objects as ghostly, transparent images. Once you use feature you cannot use it again until you finish a short or long rest.

Numb to Fear

Starting at 18th level, you have encountered countless horrors and have grown numb to terror. You are immune to the frightened condition.

Prepared

Starting at 20th level, you have mastered your unholy abilities and are rewarded with power. You can use the Metamorphosis feature an unlimited amount of times.

Additionally your while under the effects of Metamorphosis you can add your Wisdom modifier to your damage rolls.

Soul Hunter Orders

Soul Hunter Orders reflect the different ideologies that groups of Soul Hunters pursue in their quest to defend the material plane. Each order taking its focus in a distinct direction: speed, power and magic.

Order of Havoc

You embrace the path of Havoc and can unleash more potent destruction on your foes. You embrace the power of your demonic affiliation and become a blur of speed and death upon the battlefield. This path amplifies your mobility and damage.

Warborn Metamorphosis

Starting at 3rd level, your fiendish form becomes stronger and quicker able to cut through enemies with ease. While under the effects of the Metamorphosis feature your attack and damage rolls have a bonus of +1.

This bonus increases to +2 at 9th level, and increases again to +3 at 15th level.

Speed of Oblivion

Starting at 3rd level, you harness the power of your soul to empower your physicality to become more agile and quick. Your speed increases by 10 feet while you are not wearing medium or heavy armor and are not wielding a shield.

This bonus increases to 15 feet at 6th level, to 20 feet at 10th level, to 25 feet at 14th level, and to 30 feet at 18th level.

Chaos Strike

Starting at 7th level, on your turn when you hit an enemy with a melee weapon attack you can expend Fury to unleash a burst of Chaotic energy against your target dealing a bonus 2d8 damage of the weapon's damage type per Fury spent, up to 5d8.

Soul Leeching

Starting at 11th level, when you enter your Metamorphosis you can spend 1 Fury, doing so allows you siphon energy from your targets to heal yourself. For the duration of your Metamorphosis you regain hit points equal to half the damage, rounded down, dealt by your melee weapon attacks and Soul Hunter features.

Eye Beam

Starting at 17th level, you gain the ability to send a concentrated burst of entropic energy from your eyes. You can spend 5 Fury to shoot energy in a 50-foot by 5-foot line, targets in this area must make a Dexterity saving throw. All creatures take 10d10 Force damage on a failed roll, and half as much on a successful roll.

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Order of Vengeance

You embrace the power in the suffering you feel and swear to protect your allies and to inflict it upon your foes. You grow resilient and tougher, becoming a bulwark against the horrors of the lower planes.

Vengeful Metamorphosis

Starting at 3rd level, while under the effects of the Metamorphosis feature your Armor Class increase by +1.

This bonus increases to +2 at 9th level, and increases again to +3 at 15th level.

Soul Barrier

Starting at 3rd level, you know how to rend to soul of a slain foe and repurpose the energy into a protective barrier. When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + half your Soul Hunter level rounded up (minimum of 1).

Infernal Spikes

Starting at 7th level, as a bonus action you can expend 2 Fury to grow large bony spines from your body. The next time you take damage from a melee attack, the attacker takes piercing damage equal to half the damage they deal to you.

Abyssal Hide

Starting at 11th level, when you enter your Metamorphosis you can expend 1 Fury, doing so allows your skin to grow rough and more resilient and you gain resistance to bludgeoning, piercing and slashing damage as long as you remain in this empowered Metamorphosis.

Empowered Wards

Starting at 17th level, you can empower you personal magical wards for yourself. After taking a long rest you can expend 5 Fury to gain resistance to two of the following damage types: Cold, Fire, Lightning, Necrotic or Thunder. Once you take a long rest you lose this feature and must reapply this feature.

Order of Wrath

Soul Hunters of this order hope to gain the upper hand against their foes and seek to further embrace the power of their fiendish soul. The idea was to enforce a pact with the fiend that inhabits their soul and extract more magical power from the fiend similar to how a Warlock draws power from their patron.

There may be slight side effects from this process such as the Soul Hunter taking on an even more fiendish appearance while others hear the voices of the soul far louder in their minds.

Pact Magic

When you reach 3rd level, you can augment your combat with the ability to cast spells. See chapter 10 of the PHB for rules of spellcasting and chapter 11 of the PHB for the Warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at level 10.

Spell Slots. The Order of Wrath Spellcasting table shows how many spell slots you have. The table shows what the level of those slots are. All of your spell slots are the same level. To cast one of your Order of Wrath Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.

For example, when you are 8th level, you have two 2nd-level Spell Slots. To cast the 1st-level spell Witchbolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spell Known column of the Order of Wrath table shows when you learn more warlock spells of your choice of 1st-level and higher. A spell you choose must be of a level no higher than than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd or 3rd level.

Additionally, when you gain a level in this class and Order, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your warlock Spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a warlock spell you cast and when making an Attack roll with one.

Spell save DC = 8 + Proficiency bonus + Wisdom modifier

Spell Attack modifier = Proficiency bonus + Wisdom modifier

Order of Wrath Spellcasting Table
Demon Hunter Level Cantrips Known Spells Known Spell Slots Slot Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 2 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 3rd
12th 3 6 2 3rd
13th 3 7 2 3rd
14th 3 7 3 3rd
15th 3 8 3 3rd
16th 3 8 3 3rd
17th 3 9 3 4th
18th 3 9 3 4th
19th 3 10 3 4th
20th 3 11 3 4th
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Wrathful Metamorphosis

Starting at 3rd level, while under the effects of the Metamorphosis feature your Spell Attack Bonus and Spell Save DC increase by +1.

This bonus increases to +2 at 9th level, and increases again to +3 at 15th level.

Combat Casting

Starting at 7th level, when you take the Attack action you can replace one of your attacks with a cantrip.

Siphon Soul

Starting at 7th level, you apply more arcane tattoos to your body in order to draw more magical power from your soul.

Abyssal Glyph. You learn the Inflict Wounds and Ray of Sickness spells, these do not count against your number of spells known. Additionally, you can cast at it's lowest level each without expensing a spell slot. You can't do so again until you finish a long rest.

Hellish Rune. You learn the Wrathful Smite and Thunderous Smite spells, these do not count against your number of spells known. Additionally, you can cast each at it's lowest level without expensing a spell slot. You can't do so again until you finish a long rest.

Foes of Other Realms

Starting at 11th level, you have dived into deeper research about other external threats to the material plane and how best to combat them alongside learning about potent magic to augment your fighting. You choose either Elementals or Aberations, your Fiend Slayer class feature now applies to creatures of that type.

At 17th level, the feature applies to both creature types.

Knowledge of the Dark

You learn two Eldritch Invocations of your choice from the Warlock class.

Invocation options are detailed at the end of the Warlock class description. Any invocations that refer to your Charisma modifier will use your Wisdom modifier for Invocations gained through this feature.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Soul Hunter level, not character level.

Empowered Combat Casting

Starting at 17th level, when you take the Attack action you can replace one of your attacks with casting a spell.

Warglaives

Two curved blades affixed to a small shield that covers the back of the wielders hands and forearms, these blades are typically dual wielded although some choose to wield a single blade. Very few people learn to wield these particular weapons, but those that do are a formidable threat.

  • Cost - 150g
  • Damage - 1d6 slashing damage
  • Weight - 2lbs
  • Properties - Light, Finesse, Special, Versatile (1d10)
  • Special - Your AC increases by 1 while wielding a warglaive, this bonus increases to +2 when dual wielding two warglaives.
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Example Soul Hunter Magical Items

Warglaives of Azzinoth

Warglaive, Legendary (requires attuenemt)


This set of unique dual blades were once wielded by the Demon Lord Azzinoth before his destruction at the hands of an elite squad of Soul Hunters. The captain of this group took the weapons for himself and turned the weapons to the cause of good.

You have a +3 bonus to attack and damage rolls made with this magic weapon.

You can make a ranged weapon attack with the warglaives, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the warglaive embeds itself in the target and you can choose to immediately teleport instantly to wherever the warglaive impacts. If the target is a creature, you emerge adjacent to the target in a space of your choice.

Warglaive of Fiend Slaying

Warglaive, Rare


You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a fiend with this weapon, the dragon takes an extra 3d6 slashing damage. For the purpose of this weapon, “fiend” refers to any creature with the fiend type, including devils, demons and yugoloths.

Woundtearer

Warglaive, Rare


Attack rolls made with this weapon critically strike on a 19 and a 20.

When you roll a 19 or 20 on your attack roll with this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d6 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Blessed Fiend Ender

Warglaive, Very Rare (requires attunement by a Soul Hunter)


You have a +2 bonus to attack and damage rolls made with this magic weapon.

When this blade is within 30 feet of a fiend the blades shed bright light in a 15-foot radius and dim light for an additional 15 feet.

When the blade is shedding light it deal a bonus 2d8 radiant damage on a hit.

Shielding Warglaives

Warglaive, Rare


You have a +1 bonus to attack and damage rolls made with this magic weapon.

Additionally, you have a +2 bonus to your AC.

Endothermic Edge

Warglaive, Rare


When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.

In addition, while you hold the sword, you have resistance to cold damage.

Essence Syphoner

Warglaive, Very Rare (requires attunement by a Soul Hunter)


You gain a +2 bonus to attack and damage rolls made with this magic weapon.

When you roll a 20 on your attack roll with this magic weapon against a creature, you regain hit points equal to the amount of damage dealt with the attack.

Solar Glaive

Warglaive, rare (requires attunement by a Soul Hunter)


This item appears to be the buckler-like hilt. While grasping the hilt, you can use a bonus action to cause blades of pure radiance to spring into existence, or make the blades disappear. While the blades exist, this magic warglaive has the finesse property. If you are proficient with warglaives, you are proficient with the Solar Glaive.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The warglaive’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.

The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Presicion

Warglaive, Very Rare (requires attunement by a Soul Hunter)


You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

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